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author | Sean Dague | 2007-12-05 18:45:05 +0000 |
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committer | Sean Dague | 2007-12-05 18:45:05 +0000 |
commit | 9c81b8a430b7fc8b0181310132f4bc9de414f19d (patch) | |
tree | ba6b03695d1bfdebfbc3c81bd55bc8ac41eeac46 /OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs | |
parent | * Applied MSSQL Patch from akokko, Thanks! akokko (diff) | |
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From Gary Chernega (IBM)
This patch adds x, y, and z offsets to the load-xml command.
If you had a prim at 100,100,20 thats where it would get loaded everytime.
This patch lets you place it at an offset from 100,100,20.. as such:
load-xml <filespec> -newUI 3 1 2
Loading the prim at 103, 101, 22
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs | 9 |
1 files changed, 6 insertions, 3 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs b/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs index ab8f835..9316989 100644 --- a/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs +++ b/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs | |||
@@ -23,7 +23,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
23 | m_regInfo = regionInfo; | 23 | m_regInfo = regionInfo; |
24 | } | 24 | } |
25 | 25 | ||
26 | public void LoadPrimsFromXml(string fileName, bool newIDS) | 26 | public void LoadPrimsFromXml(string fileName, bool newIDS, LLVector3 loadOffset) |
27 | { | 27 | { |
28 | XmlDocument doc = new XmlDocument(); | 28 | XmlDocument doc = new XmlDocument(); |
29 | XmlNode rootNode; | 29 | XmlNode rootNode; |
@@ -48,14 +48,17 @@ namespace OpenSim.Region.Environment.Scenes | |||
48 | m_innerScene.AddEntity(obj); | 48 | m_innerScene.AddEntity(obj); |
49 | 49 | ||
50 | SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); | 50 | SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); |
51 | // Apply loadOffsets for load/import and move combinations | ||
52 | rootPart.GroupPosition = rootPart.AbsolutePosition + loadOffset; | ||
51 | bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim); | 53 | bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim); |
52 | if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) | 54 | if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) |
53 | { | 55 | { |
54 | rootPart.PhysActor = m_innerScene.PhysicsScene.AddPrimShape( | 56 | rootPart.PhysActor = m_innerScene.PhysicsScene.AddPrimShape( |
55 | rootPart.Name, | 57 | rootPart.Name, |
56 | rootPart.Shape, | 58 | rootPart.Shape, |
57 | new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y, | 59 | new PhysicsVector(rootPart.AbsolutePosition.X + loadOffset.X, |
58 | rootPart.AbsolutePosition.Z), | 60 | rootPart.AbsolutePosition.Y + loadOffset.Y, |
61 | rootPart.AbsolutePosition.Z + loadOffset.Z), | ||
59 | new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z), | 62 | new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z), |
60 | new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X, | 63 | new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X, |
61 | rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics); | 64 | rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics); |